import './index.css'
import * as THREE from 'three'
import * as dat from 'dat.gui'
import {
    OrbitControls
} from 'three/examples/jsm/controls/OrbitControls'

/**
 * Geometry
 */
const geometry = new THREE.SphereGeometry(1, 256, 256);


/**
 * 彩色球
const vertex = `
    //	Classic Perlin 3D Noise 
    //	by Stefan Gustavson
    vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
    vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
    vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

    float cnoise(vec3 P){
    vec3 Pi0 = floor(P); // Integer part for indexing
    vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
    Pi0 = mod(Pi0, 289.0);
    Pi1 = mod(Pi1, 289.0);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);

    vec4 gx0 = ixy0 / 7.0;
    vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);

    vec4 gx1 = ixy1 / 7.0;
    vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);

    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;

    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);

    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
    return 2.2 * n_xyz;
    }

    uniform float uTime;
    varying vec3 vNormal;
    varying float vNoise;

    uniform float uStrength;
    uniform float uFrequency;


      
    void main(){
       vec3 newPos = position;
       float noise = cnoise(position  * uFrequency * uTime); 
       newPos += normal * noise * 0.0;
       vNoise = step(0.0,noise);
       gl_Position = projectionMatrix * modelViewMatrix * vec4(newPos,1.0);
    }
`

const fragment = `
    varying float vNoise; 
    vec3 rgb(float r, float g, float b) {
      return vec3(r, g, b) / 255.; 
    }
    void main(){ 
       vec3 color1 = rgb(96., 200., 179.);
       vec3 color2 = rgb(27., 80., 145.);
       vec3 color = mix(color1,color2,vNoise);
      gl_FragColor = vec4(color,1.0);
    }
`
 */


const vertex = `
    //	Classic Perlin 3D Noise 
    //	by Stefan Gustavson
    vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
    vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
    vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

    float cnoise(vec3 P){
    vec3 Pi0 = floor(P); // Integer part for indexing
    vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
    Pi0 = mod(Pi0, 289.0);
    Pi1 = mod(Pi1, 289.0);
    vec3 Pf0 = fract(P); // Fractional part for interpolation
    vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = Pi0.zzzz;
    vec4 iz1 = Pi1.zzzz;

    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);

    vec4 gx0 = ixy0 / 7.0;
    vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
    gx0 = fract(gx0);
    vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
    vec4 sz0 = step(gz0, vec4(0.0));
    gx0 -= sz0 * (step(0.0, gx0) - 0.5);
    gy0 -= sz0 * (step(0.0, gy0) - 0.5);

    vec4 gx1 = ixy1 / 7.0;
    vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
    gx1 = fract(gx1);
    vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
    vec4 sz1 = step(gz1, vec4(0.0));
    gx1 -= sz1 * (step(0.0, gx1) - 0.5);
    gy1 -= sz1 * (step(0.0, gy1) - 0.5);

    vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
    vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
    vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
    vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
    vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
    vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
    vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
    vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

    vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
    g000 *= norm0.x;
    g010 *= norm0.y;
    g100 *= norm0.z;
    g110 *= norm0.w;
    vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
    g001 *= norm1.x;
    g011 *= norm1.y;
    g101 *= norm1.z;
    g111 *= norm1.w;

    float n000 = dot(g000, Pf0);
    float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
    float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
    float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
    float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
    float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
    float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
    float n111 = dot(g111, Pf1);

    vec3 fade_xyz = fade(Pf0);
    vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
    vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
    float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
    return 2.2 * n_xyz;
    }

    uniform float uTime;
    varying vec3 vNormal;
    varying float vNoise;

    uniform float uStrength;
    uniform float uFrequency;


      
    void main(){
        vec3 newPos = position;
        float noise = cnoise(position * uFrequency + uTime);
        newPos += normal * noise * 1.0;
        vNoise = noise;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(newPos, 1.0);
    }
`

const fragment = `
    varying float vNoise; 
    float hue2rgb(float f1, float f2, float hue) {
        if (hue < 0.0)
            hue += 1.0;
        else if (hue > 1.0)
            hue -= 1.0;
        float res;
        if ((6.0 * hue) < 1.0)
            res = f1 + (f2 - f1) * 6.0 * hue;
        else if ((2.0 * hue) < 1.0)
            res = f2;
        else if ((3.0 * hue) < 2.0)
            res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
        else
            res = f1;
        return res;
    }

    vec3 hsl2rgb(vec3 hsl) {
        vec3 rgb;
        
        if (hsl.y == 0.0) {
            rgb = vec3(hsl.z); // Luminance
        } else {
            float f2;
            
            if (hsl.z < 0.5)
                f2 = hsl.z * (1.0 + hsl.y);
            else
                f2 = hsl.z + hsl.y - hsl.y * hsl.z;
                
            float f1 = 2.0 * hsl.z - f2;
            
            rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
            rgb.g = hue2rgb(f1, f2, hsl.x);
            rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
        }   
        return rgb;
    }

    vec3 hsl2rgb(float h, float s, float l) {
        return hsl2rgb(vec3(h, s, l));
    }


    void main(){ 
      vec3 color = hsl2rgb(0.1 + vNoise * 0.1, 1.0, 0.5);
      gl_FragColor = vec4(color,1.0);
    }
`







/**
 * Matetrial
 */
const material = new THREE.ShaderMaterial({
    uniforms: {
        uTime: {
            value: 0
        },
        uStrength: {
            value: 0.5
        },
        uFrequency: {
            value: 5.0
        },
    },
    // 解决抗锯齿
    extensions: {
        derivatives: true,
    },
    vertexShader: vertex,
    fragmentShader: fragment,
    // wireframe: true,
})

/**
 * Mesh
 */
const mesh = new THREE.Mesh(geometry, material)

/**
 * Size
 */
const Size = {
    width: window.innerWidth,
    height: window.innerHeight
}


/**
 * Camera
 */
const camera = new THREE.PerspectiveCamera(75, Size.width / Size.height, 0.1, 100)
camera.position.z = 3

/**
 * Scene
 */
const scene = new THREE.Scene()
scene.add(mesh)

/**
 * Renderer
 */
const canvas = document.querySelector('canvas.webgl')
const renderer = new THREE.WebGLRenderer({
    canvas
})
renderer.setSize(Size.width, Size.height)
renderer.setClearColor('#f19191')



/**
 * OrbitControls
 */
const controls = new OrbitControls(camera, canvas)
controls.enableDamping = true



/**
 * Update
 */
let clock = new THREE.Clock();
let elpasedTime = 0;
const tick = () => {
    elpasedTime = clock.getElapsedTime();
    material.uniforms.uTime.value = elpasedTime;
    controls.update();
    renderer.render(scene, camera)
    mesh.rotation.y = elpasedTime;
    requestAnimationFrame(tick)
}
tick()


/**
 * Debug
 */
const gui = new dat.GUI()
gui.add(material.uniforms.uStrength, "value", 0, 1, 0.01)
    .name("uStrength");

gui.add(material.uniforms.uFrequency, "value", 0, 20, 0.01)
    .name("uFrequency");